<worn as a badge> a glowing blue crystal (magic)
<worn on head> a platinum crown encrusted with emeralds [superior] (magic)
<worn on eyes> the eyes of the High Forest (glowing)
<worn in ear> a brightly flaming earring
<worn in ear> a wad of spawn goo of agility (magic) (humming) [89%]
<worn on face> veil of darkness (glowing) [49%]
<worn around neck> a woven neberihide necklace (humming)
<worn around neck> a diamond necklace [poor] (magic)
<worn on body> a suit of flame-wreathed platemail [superior]
<worn about body> a thin dragonskin cloak coated with brass [poor] (magic)
<worn as quiver> the ancient sheath of *-* Clan BloodLust *-* (magic) (glowing)
<worn about waist> the woven entrails of an unfortunate soul [superior]
<worn on belt buckle>a black leather bound spellbook [poor] (invis) (humming)
<worn on arms> some sleeves of stretched drow-skin [superior]
<held as shield> a well-polished mithril body shield [superior] (illuminating)
<worn around wrist> a bracelet of woven willow leaves [superior] (magic)
<worn around wrist> a bracelet of finger bones [superior] with a strange dark bloodstone
<worn on hands> a pair of hazy green gloves of intelligence (magic) (glowing)
<worn on finger> a yellow ring of chrysoberyl [superior] (magic)
<worn on finger> a ring of the Neogi Lords [superior] (glowing)
<primary weapon> a staff of power (magic)
<worn on legs> some mithril-plated gnomish leg enhancers of endurance (humming)
<worn on feet> a pair of clawed demon-hide moccasins
An commoner who is a brief walk away to your west.
Brukish who is a brief walk away to your west.
< 742h/742H 200v/201V Pos: standing >
<map>
Zone: Nax.
Room: The Brawling Foot Inn
</map>
The Brawling Foot Inn
A few chairs are missing their legs. Some minotaurs have belt the need to
bash another more annoying cow with them, more than one table is splintered
along its edges also, with a few broken in two. The tavern was constructed in
a square shape with the business counter and meat room on the western wing. On
the southern section, a gigantic, elevated, flat, tap floor was constructed.
Dried pools of blood are visible atop of it. Its purpose, to provide ample
entertainment so the customers don't get too rowdy. Many war prisoners come
here to be named guest of honor and then they have the luxury of being beaten
to death by the members of the audience.
Obvious exits: -East -West -Up
< 742h/742H 199v/201V Pos: standing >
You quickly scan the area.
A drunken minotaur who is not far off to your east.
A drunken minotaur who is not far off to your east.
Syrm who is not far off to your east.
An commoner who is not far off to your west.
Brukish who is not far off to your west.
Grym who is close by above you.
< 742h/742H 199v/201V Pos: standing >
<map>
Zone: Nax.
Room: A Grimney Sleeping Chamber
</map>
<map>
Zone: Nax.
Room: A Grimney Sleeping Chamber
</map>
A Grimney Sleeping Chamber
Much of the furniture is covered in slime and vegetation. The few pieces of
furniture that have remained untouched by the slime are broken in two. Cow's
are infamous for the massive size, and weight. However, it stands to suit most
cow's just fine to sleep anywhere, even on the sharpened spike, impaled. The
ramp that leads below adjoins with the lobby room, which suffers from lack of
maintenance, rotting away with the passage of time. Piles of refuse and rubble,
namely brick and raw sewage, are used as prompters for a sleepy cow to sleep
on. Cow's sure do have a sweet time within this facility.
Obvious exits: -Down
Grym, the innkeeper, sits on his stool.
< 742h/742H 200v/201V Pos: standing >
You quickly scan the area.
You see nothing.
< 742h/742H 200v/201V Pos: standing >
You quickly scan the area.
You see nothing.
< 742h/742H 200v/201V Pos: standing >
You don't have that spell memorized.
< 742h/742H 200v/201V Pos: standing >
No new group members.
< 742h/742H 200v/201V Pos: standing >
You sit down and relax.
< 742h/742H 200v/201V Pos: sitting >
You have memorized the following spells:
(11th circle) 1 - prismatic cube
1 - stornogs spheres
(10th circle) 1 - farsee
2 - group stone skin
1 - stornogs shimmering starshell
1 - earth form
( 9th circle) 1 - gate
4 - acidimmolate
( 8th circle) 5 - disintegrate
( 7th circle) 1 - dimension door
5 - earthen maul
( 6th circle) 4 - teleport
3 - stone skin
( 5th circle) 1 - identify
3 - conjure elemental
4 - wall of stone
( 4th circle) 4 - lightning bolt
1 - levitate
4 - wall of force
( 3rd circle) 1 - strength
8 - dispel magic
1 - agility
( 2nd circle) 7 - sleep
4 - mirror image
( 1st circle) 5 - minor creation
6 - magic missile
1 - detect magic
And you are currently memorizing the following spells:
1 seconds: (11th) conjure greater elemental
You can memorize no more spells.
You continue your study.
< 742h/742H 200v/201V Pos: sitting >
You feel completely aligned with your spirit as you sink in meditation...
< 742h/742H 201v/201V Pos: sitting >
You have finished memorizing conjure greater elemental.
Your studies are complete.
< 742h/742H 201v/201V Pos: sitting >
You clamber to your feet.
< 742h/742H 201v/201V Pos: standing >
<map>
Zone: Nax.
Room: The Brawling Foot Inn
</map>
The Brawling Foot Inn
A few chairs are missing their legs. Some minotaurs have belt the need to
bash another more annoying cow with them, more than one table is splintered
along its edges also, with a few broken in two. The tavern was constructed in
a square shape with the business counter and meat room on the western wing. On
the southern section, a gigantic, elevated, flat, tap floor was constructed.
Dried pools of blood are visible atop of it. Its purpose, to provide ample
entertainment so the customers don't get too rowdy. Many war prisoners come
here to be named guest of honor and then they have the luxury of being beaten
to death by the members of the audience.
Obvious exits: -East -West -Up
< 742h/742H 200v/201V Pos: standing >
You start chanting...
< 742h/742H 200v/201V Pos: standing >
Casting: conjure greater elemental **
< 742h/742H 200v/201V Pos: standing >
Casting: conjure greater elemental *
< 742h/742H 200v/201V Pos: standing >
You complete your spell...
A large xorn forms from a HUGE chunk of earth!
A large xorn starts following you.
A large xorn says 'I shall serve you for a short time Zloin!'
< 742h/742H 200v/201V Pos: standing >
A large xorn's skin seems to turn to stone.
< 742h/742H 200v/201V Pos: standing >
A large xorn is now a member of your group.
< 742h/742H 200v/201V Pos: standing >
<map>
Zone: Nax.
Room: Small Cobblestone Road
</map>
<map>
Zone: Nax.
Room: Small Cobblestone Road
</map>
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East -South -West
An commoner walks the road, intent on his destination.
A large xorn enters from the east.
< 742h/742H 199v/201V Pos: standing >
You sit down and relax.
< 742h/742H 199v/201V Pos: sitting >
You have memorized the following spells:
(11th circle) 1 - prismatic cube
1 - stornogs spheres
(10th circle) 1 - farsee
2 - group stone skin
1 - stornogs shimmering starshell
1 - earth form
( 9th circle) 1 - gate
4 - acidimmolate
( 8th circle) 5 - disintegrate
( 7th circle) 1 - dimension door
5 - earthen maul
( 6th circle) 4 - teleport
3 - stone skin
( 5th circle) 1 - identify
3 - conjure elemental
4 - wall of stone
( 4th circle) 4 - lightning bolt
1 - levitate
4 - wall of force
( 3rd circle) 1 - strength
8 - dispel magic
1 - agility
( 2nd circle) 7 - sleep
4 - mirror image
( 1st circle) 5 - minor creation
6 - magic missile
1 - detect magic
And you are currently memorizing the following spells:
1 seconds: (11th) conjure greater elemental
You can memorize no more spells.
You continue your study.
< 742h/742H 201v/201V Pos: sitting >
You have finished memorizing conjure greater elemental.
Your studies are complete.
< 742h/742H 201v/201V Pos: sitting >
You clamber to your feet.
< 742h/742H 201v/201V Pos: standing >
You start chanting...
< 742h/742H 201v/201V Pos: standing >
Casting: conjure greater elemental **
< 742h/742H 201v/201V Pos: standing >
Casting: conjure greater elemental *
< 742h/742H 201v/201V Pos: standing >
You complete your spell...
A large xorn forms from a HUGE chunk of earth!
A large xorn starts following you.
A large xorn says 'I shall serve you for a short time Zloin!'
< 742h/742H 201v/201V Pos: standing >
A large xorn's skin seems to turn to stone.
< 742h/742H 201v/201V Pos: standing >
A large xorn is now a member of your group.
A large xorn already grouped by you.
< 742h/742H 201v/201V Pos: standing >
<map>
Zone: Nax.
Room: A Meat Shop
</map>
<map>
Zone: Nax.
Room: A Meat Shop
</map>
A Meat Shop
Shelves and shelves of rotting meat lay a stench to the room. Most of the
food is obviously not good to eat, it is however of no consequence to Brukish.
These shelves are built in three layers on either side of the room, with a
variety of flies and insects buzzing about them The few pieces of worthy
eatting here would be Brukish himself. There are no windows in this meat shop,
there is only the entrance way to the east, through a door. Despite the many
drawbacks of eating here, the cow's really don't mind eating bad meat,
because they're usually drunk from drinking too much from the tavern to the
east. This meat shop is very profitable, for it is the only meat shop in town.
Obvious exits: -East
Brukish, the meat grinder, chops some meat.
A large xorn enters from the east.
A large xorn enters from the east.
< 742h/742H 200v/201V Pos: standing >
Alas, you cannot go that way. . . .
< 742h/742H 200v/201V Pos: standing >
Alas, you cannot go that way. . . .
< 742h/742H 200v/201V Pos: standing >
<map>
Zone: Nax.
Room: Small Cobblestone Road
</map>
<map>
Zone: Nax.
Room: Small Cobblestone Road
</map>
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East -South -West
An commoner walks the road, intent on his destination.
A large xorn enters from the west.
A large xorn enters from the west.
< 742h/742H 199v/201V Pos: standing >
<map>
Zone: Nax.
Room: Small Cobblestone Road
</map>
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
A large xorn enters from the north.
A large xorn enters from the north.
< 742h/742H 198v/201V Pos: standing >
<map>
Zone: Nax.
Room: Bank of Nax'Varan
</map>
<map>
Zone: Nax.
Room: Bank of Nax'Varan
</map>
Bank of Nax'Varan
The bank is nothing more than a long cabin made of wood. It has a
circumference of about thirty feet and the height from the floor to the
ceiling is teen feet. A count lays on the eastward perimeter of the room,
however, just where they do keep their money, where is the vault they
undoubtably need to store their money safely. Since the cabin isn't all that
large, it suggests that the vault is under the bank itself. The floor creaks
as footsteps pounce on it. The floor is suffering from old age and the lumber
is rotting, however, every other aspect of the bank is fine.
Obvious exits: -East
A large wooden counter is here, with a sign posted on it.
Gonx, the banker, settles his eyes upon his new patrons.
A large xorn enters from the east.
A large xorn enters from the east.
< 742h/742H 199v/201V Pos: standing >
< 742h/742H 201v/201V Pos: standing >
You start chanting...
< 742h/742H 201v/201V Pos: standing >
Casting: wall of stone **
< 742h/742H 201v/201V Pos: standing >
Casting: wall of stone *
< 742h/742H 201v/201V Pos: standing >
Casting: wall of stone
< 742h/742H 201v/201V Pos: standing >
You complete your spell...
< 742h/742H 201v/201V Pos: standing >
You sit down and relax.
< 742h/742H 201v/201V Pos: sitting >
You have memorized the following spells:
(11th circle) 1 - prismatic cube
1 - stornogs spheres
(10th circle) 1 - farsee
2 - group stone skin
1 - stornogs shimmering starshell
1 - earth form
( 9th circle) 1 - gate
4 - acidimmolate
( 8th circle) 5 - disintegrate
( 7th circle) 1 - dimension door
5 - earthen maul
( 6th circle) 4 - teleport
3 - stone skin
( 5th circle) 1 - identify
3 - conjure elemental
3 - wall of stone
( 4th circle) 4 - lightning bolt
1 - levitate
4 - wall of force
( 3rd circle) 1 - strength
8 - dispel magic
1 - agility
( 2nd circle) 7 - sleep
4 - mirror image
( 1st circle) 5 - minor creation
6 - magic missile
1 - detect magic
And you are currently memorizing the following spells:
1 seconds: (11th) conjure greater elemental
2 seconds: ( 5th) wall of stone
You can memorize no more spells.
You continue your study.
< 742h/742H 201v/201V Pos: sitting >
You have finished memorizing conjure greater elemental.
< 742h/742H 201v/201V Pos: sitting >
You have finished memorizing wall of stone.
Your studies are complete.
< 742h/742H 201v/201V Pos: sitting >
You clamber to your feet.
< 742h/742H 201v/201V Pos: standing >
You start chanting...
< 742h/742H 201v/201V Pos: standing >
Casting: conjure greater elemental **
< 742h/742H 201v/201V Pos: standing >
Casting: conjure greater elemental *
< 742h/742H 201v/201V Pos: standing >
You complete your spell...
A HUGE stone golem forms from a HUGE chunk of earth!
A HUGE stone golem is not pleased with you at all!
A HUGE stone golem suddenly attacks YOU!
You snap into visibility.
-=[A HUGE stone golem's feeble crush grazes you.]=-
< 741h/742H 201v/201V Pos: standing >
< T: Zloin TP: sta TC:few scratches E: huge sta EP: excellent >
A HUGE stone golem's skin seems to turn to stone.
< 741h/742H 201v/201V Pos: standing >
< T: Zloin TP: sta TC:few scratches E: huge sta EP: excellent >
A large xorn already grouped by you.
A large xorn already grouped by you.
No new group members.
< 741h/742H 201v/201V Pos: standing >
< T: Zloin TP: sta TC:few scratches E: huge sta EP: excellent >
Looks like an exit.
You extend your sights eastward.
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
A greyish stone wall is here to the west. (magic)
< 741h/742H 201v/201V Pos: standing >
< T: Zloin TP: sta TC:few scratches E: huge sta EP: excellent >
Looks like an exit.
You extend your sights eastward.
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
A greyish stone wall is here to the west. (magic)
< 741h/742H 201v/201V Pos: standing >
< T: Zloin TP: sta TC:few scratches E: huge sta EP: excellent >
You miss a HUGE stone golem.
[Damage: 1 ] -=[Your feeble bludgeon grazes a HUGE stone golem.]=-
< 741h/742H 201v/201V Pos: standing >
< T: Zloin TP: sta TC:few scratches E: huge sta EP: few scratches >
Sorry, you aren't allowed to do that in combat.
< 741h/742H 201v/201V Pos: standing >
< T: Zloin TP: sta TC:few scratches E: huge sta EP: few scratches >
You dodge a HUGE stone golem's vicious attack.
-=[A HUGE stone golem's crush grazes you.]=-
Sorry, you aren't allowed to do that in combat.
< 740h/742H 201v/201V Pos: standing >
< T: Zloin TP: sta TC:few scratches E: huge sta EP: few scratches >
Sorry, you aren't allowed to do that in combat.
< 740h/742H 201v/201V Pos: standing >
< T: Zloin TP: sta TC:few scratches E: huge sta EP: few scratches >
A HUGE stone golem is dead! R.I.P.
You feel a carnal satisfaction as a HUGE stone golem's gurgling and choking signals its demise.
A HUGE stone golem moves to a different position.
A HUGE stone golem crumbles to dust.
You quickly scan the area.
You see nothing.
< 740h/742H 201v/201V Pos: standing >
You quickly scan the area.
You see nothing.
< 740h/742H 201v/201V Pos: standing >
You sit down and relax.
< 740h/742H 201v/201V Pos: sitting >
You have memorized the following spells:
(11th circle) 1 - prismatic cube
1 - stornogs spheres
(10th circle) 1 - farsee
2 - group stone skin
1 - stornogs shimmering starshell
1 - earth form
( 9th circle) 1 - gate
4 - acidimmolate
( 8th circle) 5 - disintegrate
( 7th circle) 1 - dimension door
5 - earthen maul
( 6th circle) 4 - teleport
3 - stone skin
( 5th circle) 1 - identify
3 - conjure elemental
4 - wall of stone
( 4th circle) 4 - lightning bolt
1 - levitate
4 - wall of force
( 3rd circle) 1 - strength
8 - dispel magic
1 - agility
( 2nd circle) 7 - sleep
4 - mirror image
( 1st circle) 5 - minor creation
6 - magic missile
1 - detect magic
And you are currently memorizing the following spells:
1 seconds: (11th) conjure greater elemental
You can memorize no more spells.
You continue your study.
< 740h/742H 201v/201V Pos: sitting >
You have finished memorizing conjure greater elemental.
Your studies are complete.
< 742h/742H 201v/201V Pos: sitting >
You clamber to your feet.
< 742h/742H 201v/201V Pos: standing >
You start chanting...
< 742h/742H 201v/201V Pos: standing >
Casting: conjure greater elemental **
< 742h/742H 201v/201V Pos: standing >
Casting: conjure greater elemental *
< 742h/742H 201v/201V Pos: standing >
You complete your spell...
A HUGE stone golem forms from a HUGE chunk of earth!
A HUGE stone golem is not pleased with you at all!
A HUGE stone golem suddenly attacks YOU!
-=[A HUGE stone golem's feeble crush grazes you.]=-
< 741h/742H 201v/201V Pos: standing >
< T: Zloin TP: sta TC:few scratches E: huge sta EP: excellent >
A HUGE stone golem's skin seems to turn to stone.
< 741h/742H 201v/201V Pos: standing >
< T: Zloin TP: sta TC:few scratches E: huge sta EP: excellent >
A large xorn already grouped by you.
A large xorn already grouped by you.
No new group members.
< 741h/742H 201v/201V Pos: standing >
< T: Zloin TP: sta TC:few scratches E: huge sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 741h/742H 201v/201V Pos: standing >
< T: Zloin TP: sta TC:few scratches E: huge sta EP: excellent >
You miss a HUGE stone golem.
[Damage: 1 ] -=[Your feeble bludgeon grazes a HUGE stone golem.]=-
< 741h/742H 201v/201V Pos: standing >
< T: Zloin TP: sta TC:few scratches E: huge sta EP: few scratches >
You do not see that here.
< 741h/742H 201v/201V Pos: standing >
< T: Zloin TP: sta TC:few scratches E: huge sta EP: few scratches >
-=[A HUGE stone golem's feeble crush grazes you.]=-
-=[A HUGE stone golem's feeble crush grazes you.]=-
-=[A HUGE stone golem's kick hits you directly in the face.]=-
< 738h/742H 201v/201V Pos: standing >
< T: Zloin TP: sta TC:few scratches E: huge sta EP: few scratches >
Looks like an exit.
You extend your sights eastward.
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
A greyish stone wall is here to the west. (magic)
< 738h/742H 201v/201V Pos: standing >
< T: Zloin TP: sta TC:few scratches E: huge sta EP: few scratches >
Looks like an exit.
You extend your sights eastward.
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
A greyish stone wall is here to the west. (magic)
< 738h/742H 201v/201V Pos: standing >
< T: Zloin TP: sta TC:few scratches E: huge sta EP: few scratches >
A HUGE stone golem is dead! R.I.P.
You feel a carnal satisfaction as a HUGE stone golem's gurgling and choking signals its demise.
A HUGE stone golem moves to a different position.
A HUGE stone golem crumbles to dust.
Looks like an exit.
You extend your sights eastward.
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
A greyish stone wall is here to the west. (magic)
< 738h/742H 201v/201V Pos: standing >
Looks like an exit.
You extend your sights eastward.
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
A greyish stone wall is here to the west. (magic)
< 738h/742H 201v/201V Pos: standing >
Looks like an exit.
You extend your sights eastward.
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
A greyish stone wall is here to the west. (magic)
< 738h/742H 201v/201V Pos: standing >
Looks like an exit.
You extend your sights eastward.
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
A greyish stone wall is here to the west. (magic)
< 738h/742H 201v/201V Pos: standing >
You sit down and relax.
< 738h/742H 201v/201V Pos: sitting >
You have memorized the following spells:
(11th circle) 1 - prismatic cube
1 - stornogs spheres
(10th circle) 1 - farsee
2 - group stone skin
1 - stornogs shimmering starshell
1 - earth form
( 9th circle) 1 - gate
4 - acidimmolate
( 8th circle) 5 - disintegrate
( 7th circle) 1 - dimension door
5 - earthen maul
( 6th circle) 4 - teleport
3 - stone skin
( 5th circle) 1 - identify
3 - conjure elemental
4 - wall of stone
( 4th circle) 4 - lightning bolt
1 - levitate
4 - wall of force
( 3rd circle) 1 - strength
8 - dispel magic
1 - agility
( 2nd circle) 7 - sleep
4 - mirror image
( 1st circle) 5 - minor creation
6 - magic missile
1 - detect magic
And you are currently memorizing the following spells:
1 seconds: (11th) conjure greater elemental
You can memorize no more spells.
You continue your study.
< 738h/742H 201v/201V Pos: sitting >
You feel completely aligned with your spirit as you sink in meditation...
< 738h/742H 201v/201V Pos: sitting >
You have finished memorizing conjure greater elemental.
Your studies are complete.
< 739h/742H 201v/201V Pos: sitting >
You clamber to your feet.
< 741h/742H 201v/201V Pos: standing >
You start chanting...
< 742h/742H 201v/201V Pos: standing >
Casting: conjure greater elemental **
< 742h/742H 201v/201V Pos: standing >
Casting: conjure greater elemental *
< 742h/742H 201v/201V Pos: standing >
You complete your spell...
A large xorn forms from a HUGE chunk of earth!
A large xorn starts following you.
A large xorn says 'I shall serve you for a short time Zloin!'
< 742h/742H 201v/201V Pos: standing >
A large xorn's skin seems to turn to stone.
< 742h/742H 201v/201V Pos: standing >
A large xorn is now a member of your group.
A large xorn already grouped by you.
A large xorn already grouped by you.
< 742h/742H 201v/201V Pos: standing >
You quickly scan the area.
You see nothing.
< 742h/742H 201v/201V Pos: standing >
You quickly scan the area.
You see nothing.
< 742h/742H 201v/201V Pos: standing >
You quickly scan the area.
You see nothing.
< 742h/742H 201v/201V Pos: standing >
You quickly scan the area.
You see nothing.
< 742h/742H 201v/201V Pos: standing >
You quickly scan the area.
You see nothing.
< 742h/742H 201v/201V Pos: standing >
You quickly scan the area.
You see nothing.
< 742h/742H 201v/201V Pos: standing >
You quickly scan the area.
You see nothing.
< 742h/742H 201v/201V Pos: standing >
You quickly scan the area.
You see nothing.
< 742h/742H 201v/201V Pos: standing >
You quickly scan the area.
You see nothing.
< 742h/742H 201v/201V Pos: standing >
You quickly scan the area.
You see nothing.
< 742h/742H 201v/201V Pos: standing >
You quickly scan the area.
You see nothing.
< 742h/742H 201v/201V Pos: standing >
You quickly scan the area.
You see nothing.
< 742h/742H 201v/201V Pos: standing >
Looks like an exit.
You extend your sights eastward.
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
A greyish stone wall is here to the west. (magic)
< 742h/742H 201v/201V Pos: standing >
Looks like an exit.
You extend your sights eastward.
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
A greyish stone wall is here to the west. (magic)
< 742h/742H 201v/201V Pos: standing >
Looks like an exit.
You extend your sights eastward.
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
A greyish stone wall is here to the west. (magic)
< 742h/742H 201v/201V Pos: standing >
Looks like an exit.
You extend your sights eastward.
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
A greyish stone wall is here to the west. (magic)
< 742h/742H 201v/201V Pos: standing >
Looks like an exit.
You extend your sights eastward.
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
A greyish stone wall is here to the west. (magic)
< 742h/742H 201v/201V Pos: standing >
Looks like an exit.
You extend your sights eastward.
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
A greyish stone wall is here to the west. (magic)
< 742h/742H 201v/201V Pos: standing >
Looks like an exit.
You extend your sights eastward.
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
A greyish stone wall is here to the west. (magic)
< 742h/742H 201v/201V Pos: standing >
Looks like an exit.
You extend your sights eastward.
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
A greyish stone wall is here to the west. (magic)
< 742h/742H 201v/201V Pos: standing >
Looks like an exit.
You extend your sights eastward.
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
A greyish stone wall is here to the west. (magic)
< 742h/742H 201v/201V Pos: standing >
Looks like an exit.
You extend your sights eastward.
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
A greyish stone wall is here to the west. (magic)
A Minotaur (large) stands here. (Non-Fraggable)
< 742h/742H 201v/201V Pos: standing >
Looks like an exit.
You extend your sights eastward.
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
A greyish stone wall is here to the west. (magic)
A Minotaur (large) stands here. (Non-Fraggable)
< 742h/742H 201v/201V Pos: standing >
You start chanting...
Sparkling magic surrounds you as you begin your chant.
You snap into visibility.
< 742h/742H 201v/201V Pos: standing >
You complete your spell...
A greyish stone wall crumbles to dust and blows away.
< 742h/742H 201v/201V Pos: standing >
<map>
Zone: Nax.
Room: Small Cobblestone Road
</map>
<map>
Zone: Nax.
Room: Small Cobblestone Road
</map>
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
A Minotaur (large) stands here. (Non-Fraggable)
A large xorn enters from the west.
A large xorn enters from the west.
A large xorn enters from the west.
< 742h/742H 200v/201V Pos: standing >
Ok.
A Minotaur avoids being bashed by a large xorn, who loses its balance and falls.
[Damage: 4 ] A Minotaur is knocked to the ground by a large xorn's mighty bash!
A Minotaur avoids being bashed by a large xorn, who loses its balance and falls.
< 742h/742H 200v/201V Pos: standing >
[Damage: 13 ] A large xorn's crush strikes a Minotaur.
[Damage: 13 ] A large xorn's fine crush strikes a Minotaur.
[Damage: 13 ] A large xorn's fine crush strikes a Minotaur.
< 742h/742H 200v/201V Pos: standing >
A Minotaur misses a large xorn.
< 742h/742H 200v/201V Pos: standing >
You start chanting...
< 742h/742H 200v/201V Pos: standing >
Casting: acidimmolate
[Damage: 13 ] A large xorn's fine crush strikes a Minotaur.
[Damage: 11 ] A large xorn's crush strikes a Minotaur.
< 742h/742H 200v/201V Pos: standing >
You complete your spell...
Your bubbling spray of goo strikes a Minotaur full on!
[Damage: 50 ]
< 742h/742H 200v/201V Pos: standing >
< T: large TP: kne TC:excellent E: A Minotaur sit EP: pretty hurt >
You start chanting...
Sparkling magic surrounds you as you begin your chant.
You snap into visibility.
< 742h/742H 200v/201V Pos: standing >
< T: large TP: kne TC:excellent E: A Minotaur sit EP: pretty hurt >
A Minotaur clambers to his feet.
< 742h/742H 200v/201V Pos: standing >
< T: large TP: kne TC:excellent E: A Minotaur sta EP: pretty hurt >
You complete your spell...
Your bubbling spray of goo strikes a Minotaur full on!
You snap into visibility.
[Damage: 42 ]
< 742h/742H 200v/201V Pos: standing >
< T: large TP: kne TC:excellent E: A Minotaur sta EP: awful >
You snap into visibility.
[Damage: 3 ] -=[Your bludgeon strikes a Minotaur.]=-
[Damage: 4 ] -=[Your crude bludgeon strikes a Minotaur.]=-
< 742h/742H 200v/201V Pos: standing >
< T: large TP: kne TC:excellent E: A Minotaur sta EP: awful >
You snap into visibility.
[Damage: 23 ] -=[Green slime eats away at a Minotaur's skin!]=-
< 742h/742H 200v/201V Pos: standing >
< T: large TP: kne TC:excellent E: A Minotaur sta EP: awful >
A Minotaur misses a large xorn.
A Minotaur misses a large xorn.
< 742h/742H 200v/201V Pos: standing >
< T: large TP: kne TC:excellent E: A Minotaur sta EP: awful >
A large xorn clambers to its feet.
You start chanting...
Sparkling magic surrounds you as you begin your chant.
You snap into visibility.
< 742h/742H 200v/201V Pos: standing >
< T: large TP: kne TC:excellent E: A Minotaur sta EP: awful >
A large xorn rises to its feet.
You complete your spell...
Your bubbling spray of goo strikes a Minotaur full on!
You snap into visibility.
[Damage: 46 ] A Minotaur is dead! R.I.P.
You receive your share of experience.